My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
Good

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Musketeer Fisherman

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Mortar

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mortar

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Mortar

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons Guards Fisherman
Giant Snowball
Skeletons Musketeer Guards Fisherman
Zap
Skeletons Mortar Guards Fisherman
Barbarian Barrel
Skeletons Knight Mortar Musketeer Guards
The Log
Skeletons Musketeer Guards Fisherman
Earthquake
Skeletons Mortar Guards
Arrows
Skeletons Guards
Royal Delivery
Skeletons Knight Musketeer Guards Fisherman
Fireball
Mortar Musketeer Fisherman
Poison
Mortar Musketeer Guards Fisherman
Lightning
Knight Mortar Musketeer Fisherman
Rocket
Mortar Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar The Log

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Knight Guards

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Musketeer

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons The Log Arrows Knight Guards Fisherman Mortar Musketeer

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

9 Skeletons The Log Arrows Knight

Attack Synergies 2 9

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Arrows
Knight Mortar
Knight
Mortar Musketeer Arrows The Log
Mortar
Knight Arrows Musketeer The Log
Musketeer
Knight Mortar The Log Fisherman
Guards
The Log
The Log
Knight Mortar Musketeer Guards Fisherman
Fisherman
Musketeer The Log

Defense Synergies 6 14

Skeletons
Musketeer Fisherman Knight Mortar The Log
Arrows
Knight Mortar
Knight
Musketeer Skeletons Arrows Mortar The Log Fisherman
Mortar
Skeletons Arrows Knight Musketeer Guards The Log
Musketeer
Skeletons Knight Guards The Log Mortar Fisherman
Guards
Musketeer Fisherman Mortar The Log
The Log
Musketeer Skeletons Knight Mortar Guards Fisherman
Fisherman
Skeletons Guards Knight Musketeer The Log

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Mortar Musketeer The Log
Skeletons Knight Mortar Musketeer The Log Fisherman
Mortar Fisherman Skeletons Knight Musketeer
Skeletons Knight Mortar Musketeer Guards Fisherman
Arrows The Log
Arrows The Log Skeletons Musketeer Guards
Musketeer Arrows Mortar
Arrows Musketeer The Log
Skeletons Mortar Musketeer Fisherman
Knight Guards Skeletons Musketeer Fisherman
Guards Skeletons Arrows Knight Musketeer The Log Fisherman
Arrows Musketeer
Mortar Skeletons Knight Musketeer Guards The Log
Arrows Mortar Guards The Log
Knight Mortar
Mortar The Log Fisherman
Skeletons Arrows Knight Mortar Musketeer Fisherman
Arrows Mortar Knight Musketeer Guards The Log Fisherman
Arrows Mortar The Log Knight Musketeer Guards Fisherman
Mortar Musketeer Fisherman
Arrows Knight Musketeer Guards The Log Fisherman

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Guards Skeletons Fisherman
Arrows Knight Mortar Musketeer The Log Fisherman
Guards Skeletons Knight Musketeer The Log Fisherman
Guards Knight Musketeer The Log Fisherman
Skeletons Knight Musketeer Guards Fisherman
Arrows Skeletons Musketeer
Guards Skeletons Knight Musketeer
Knight Fisherman
Skeletons Knight Mortar The Log
Skeletons Musketeer Guards
Knight Musketeer Guards
Arrows Guards The Log
Skeletons Knight Guards
Musketeer
Guards Skeletons Knight Mortar Musketeer The Log Fisherman
Arrows Musketeer The Log
Arrows Mortar

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Knight Mortar Musketeer Guards The Log
Arrows Mortar Musketeer The Log Fisherman
Arrows The Log
Arrows Knight Musketeer Guards The Log
Arrows Mortar The Log
Arrows Musketeer
Arrows Mortar Musketeer The Log
Arrows The Log
Arrows The Log Mortar Fisherman
Musketeer Guards Fisherman
Arrows Knight Mortar Musketeer The Log Fisherman
Arrows Musketeer
Knight Mortar Musketeer The Log Fisherman
Arrows Mortar Musketeer Fisherman
Arrows Mortar Musketeer The Log Fisherman
Arrows Mortar Musketeer The Log
Arrows Mortar Musketeer The Log
Arrows Mortar
Fisherman
Arrows Mortar Musketeer The Log Fisherman
Arrows Mortar The Log
Musketeer The Log
Arrows
Musketeer The Log Fisherman
Arrows Mortar Musketeer The Log
Arrows The Log Mortar
Fisherman
Arrows Mortar The Log Musketeer Fisherman
Arrows Mortar Musketeer The Log Fisherman
Arrows Mortar Musketeer The Log Fisherman
Arrows Musketeer
Musketeer Guards
Arrows Mortar Musketeer The Log
Arrows
Arrows The Log
Musketeer Guards
Arrows Musketeer
Arrows The Log
Knight Musketeer
Arrows The Log Mortar Musketeer
Arrows
Musketeer
Musketeer Guards The Log
Musketeer
Mortar Musketeer The Log
Mortar

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: